Games - Eastern Europe

  • Eastern Europe
  • The Games market in Eastern Europe is forecasted to achieve a revenue of US$6,959.00m in 2024.
  • The revenue is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 10.08%, leading to a projected market volume of US$11,250.00m by 2029.
  • When compared globally, the highest revenue is predicted to be generated in China (US$128.90bn in 2024).
  • Within the Games market, the number of users is projected to reach 68.1m users by 2029.
  • User penetration is set to be 24.7% in 2024 and is projected to increase to 28.9% by 2029.
  • The average revenue per user (ARPU) is expected to be [arpu_firstmarket_yeartoday].
  • In Eastern Europe, the gaming market is thriving with a surge in mobile game development and esports tournaments in countries like Poland and Ukraine.

Key regions: United Kingdom, Germany, India, United States, South Korea

 
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Analyst Opinion

The Games market in Eastern Europe has been experiencing significant growth and development in recent years. Customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors have all contributed to this positive trajectory.

Customer preferences in Eastern Europe have played a crucial role in driving the growth of the Games market. The region has a large and diverse population, with a strong interest in gaming. Eastern European consumers have shown a preference for both traditional console gaming and mobile gaming, making it a multi-platform market.

This wide range of preferences has led to a diverse and thriving gaming industry in the region. Trends in the market have also contributed to the growth of the Games market in Eastern Europe. One notable trend is the increasing popularity of online multiplayer games.

Eastern European gamers have shown a strong interest in connecting with other players from around the world, leading to a surge in online gaming communities. This trend has created opportunities for game developers to create engaging multiplayer experiences tailored to the Eastern European market. Another trend in the Games market in Eastern Europe is the rise of esports.

Esports tournaments and events have gained popularity in the region, attracting a large and dedicated fan base. This has led to increased investment in esports infrastructure and the emergence of professional esports teams. The growing esports scene has not only boosted the Games market but also contributed to the overall development of the gaming industry in Eastern Europe.

Local special circumstances have also played a role in the growth of the Games market in Eastern Europe. One such circumstance is the relatively low cost of living in the region compared to Western Europe. This has made gaming more accessible to a wider audience, as it is a relatively affordable form of entertainment.

Additionally, the high level of technological infrastructure in Eastern European countries has facilitated the growth of the Games market, allowing for smooth online gaming experiences and the adoption of new gaming technologies. Underlying macroeconomic factors have also contributed to the development of the Games market in Eastern Europe. The region has experienced steady economic growth in recent years, leading to an increase in disposable income for many consumers.

This has allowed for greater spending on leisure activities, including gaming. Additionally, the rise of digital distribution platforms and the increasing availability of high-speed internet have made it easier for Eastern European consumers to access and purchase games. In conclusion, the Games market in Eastern Europe has experienced significant growth and development due to customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors.

The region's diverse population, interest in gaming, and preference for both console and mobile gaming have contributed to a thriving gaming industry. The popularity of online multiplayer games and esports has further fueled the growth of the Games market. Local special circumstances, such as the relatively low cost of living and high technological infrastructure, have made gaming more accessible in the region.

Finally, the region's steady economic growth and the rise of digital distribution platforms have created a favorable environment for the Games market to flourish in Eastern Europe.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on the Games market, which is divided into Physically Sold Video Games and Digital Video Games. Physically Sold Video Games comprises revenues associated with in-person purchases of video games in retail stores. All monetary figures refer to consumer spending on digital goods or subscriptions in the respective market. This spending factors in discounts, margins, and taxes.

Modeling approach / market size:

The market size is determined through a bottom-up approach. We use annual financial reports of the market-leading companies and industry associations, third-party studies and reports, survey results from our primary research (e.g., Consumer Insights), as well as performance factors (e.g., user penetration, price per product, usage) to analyze the markets. To estimate the market size for each country individually, we use relevant key market indicators and data from country-specific industry associations, such as various macroeconomic indicators, historical developments, current trends, and reported performance indicators of key market players. In particular, we consider average prices and annual purchase frequencies.

Forecasts:

We apply a variety of forecasting techniques, depending on the behavior of the relevant market. For instance, the S-curve function and exponential trend smoothing are well suited for forecasting digital products and services due to the non-linear growth of technology adoption. The main drivers are GDP per capita, consumer spending per capita, and 4G coverage.

Additional notes:

The data is modeled using current exchange rates. The market is updated twice a year in case market dynamics change. The impact of the COVID-19 pandemic is considered at a country-specific level. The data is modeled using current exchange rates. The impact of the COVID-19 pandemic and the Russia-Ukraine war are considered at a country-specific level. The market is updated twice a year. In some cases, the data is updated on an ad hoc basis (e.g., when new, relevant data has been released or significant changes within the market have an impact on the projected development). Consumer Insights data is reweighted for representativeness.

Overview

  • Revenue
  • Analyst Opinion
  • Users
  • Key Players
  • Global Comparison
  • Methodology
  • Key Market Indicators
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